TRUE - F76 Damage

⭐ — (95 endorsements) 📥 4,731 downloads 📌 v1.0 📅 3/1/2026
🟡 Updated this year

By AAARTEMISSS · Overhauls

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 8/9/2026 📅 Created: 3/1/2026
⚠️ Install Order · 2 steps
1🛠️ F4SE — Fallout 4 Script Extender Download ↗
2🔧 UFO4P — Unofficial Fallout 4 Patch Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 2.0% endorsement rate — high engagement, a strong quality signal
  • 🏆 #26 of 32 Overhauls mods in this game by downloads

📋 About This Mod

Rebalances all weapons using Fallout 76’s damage values to ensure every gun and build remains viable from early game to endgame.

OVERVIEW

In Fallout 4, weapon damage doesn't scale consistently across weapon types. Some weapons fall behind as better options become available — not because their handling or utility is weak, but because their damage ceiling can't keep pace. A weapon with a lower damage output may have better fire rate, accuracy, magazine capacity, or AP cost, but those advantages matter less when the raw damage gap grows large enough.

TRUE - 76 DAMAGE addresses this by assigning every covered weapon a base damage value derived from its Fallout 76 equivalent, scaled to fit Fallout 4's perk progression. This keeps a wider range of weapons viable throughout the game without increasing damage across the board or collapsing the differences between weapon types.

The mod covers weapons from the Fallout 4 base game, Far Harbor, and Nuka-World. Next-gen update weapons and Creation Club content are not included.

HOW IT WORKS

Each covered weapon is assigned a base damage value using a consistent

FO76 Reference Damage ÷ 2 = FO4 Base Damage

The ÷ 2 reflects how Fallout 4's weapon perks work. Most weapon perks — Rifleman, Commando, Gunslinger, Big Leagues, Iron Fist — provide up to +100% damage when fully invested, effectively doubling the base value. Starting at half the Fallout 76 reference damage means reaching that reference value through normal perk progression. Fallout 76 serves as the end-point benchmark; Fallout 4's perk system provides the path there.

Example — Ranged (Combat Shotgun)

  • []Fallout 76 Reference Damage: 208[/]

    []Base Damage (TRUE - 76 DAMAGE): 104[/]

    []With Rifleman perk +100% Damage: 208[/]

The Combat Shotgun begins at half its Fallout 76 value and reaches that value through Rifleman investment.

Example — Melee

The same formula applies to melee and unarmed weapons. If a melee weapon has a Fallout 76 reference damage of 100, its base damage is set to 50. With Big Leagues at +100%, it returns to 100. Iron Fist works the same way for unarmed weapons.


For the full list of affected weapons and values, see the Damage and VATS AP Cost article.


WHAT IT COVERS

Changes included

[]Base weapon damage. All covered firearms, melee, and unarmed weapons have had their base damage set using the FO76 ÷ 2 formula.

[]VATS AP costs. AP costs for all covered weapons have been set to their Fallout 76 values.

[]Bash damage. All covered firearms have been given Fallout 76-inspired bash damage values.

[*]Melee and unarmed. Fully covered. Both use the same formula as firearms, with Big Lea

📊 Mod Details

Game
Fallout 4 Mods
Author
AAARTEMISSS
Version
1.0
Downloads
4,731
Endorsements
95
Category
Overhauls
Created
3/1/2026
Updated
8/9/2026

🔧 How to Install Fallout 4 Mods

Download from Nexus.

📖 Full step-by-step install guide for Fallout 4 →

Visit the official mod page for specific installation instructions for this mod.

🎮 Need cheat codes or console commands? Check ur gaming wiki for Fallout 4 commands, item IDs, and more.

Keep browsing — more Fallout 4 mods await